Bounty Hunter Archive

Thread: Advice needed on two new possible templates

Logician
Fri Sep 16, 2005 4:30 pm
#1


Hi everyone!


I've read through most of the "BH Templates" thread and found that some of the most important (or most popular) side-abilities for Bounty Hunters (for PvP combat) seem to be:

- Healing powers

- Rooting / Snare abilities

- Knockdown ability


So technically, the best PvP-template would include all of these things, right?


I'm a Bounty Hunter myself and wondering which template to end up with. I am mainly interested in PvP Combat...hunting down Jedis in particular. Any advice & feedback would be very appreciated..


So, following the above logic, I created two possible templates:


1) "Mixed Hybrid" (CL 75)

* Master Bounty Hunter
* Novice Combat Medic
* Pistoleer 0-4-0-3
* Rifleman 0-4-4-0
---
* Marksman 4-4-0-4
* Scout 4-0-0-0


This setup would combine the most important abilities of each profession,but miss out on some speed & defense bonuses of course, which could perhaps be gained from buffs, drinks, food and attachments instead though?


Key Features of this setup:


- Cover Up + Impr. Concealed Shot (As combat opener during the beginning?, Rifle)
- Head Shot (Useful since Jedis are very weak in the head area?, Rifle)
- Quickdraw (Faster Weapon Switch, gained from Marksman tree)
- Improved Disarming Shot (to disarm the Jedi, Pistol)
- Burst Shot (as Stun?, Pistol)
- Improved Stopping Shot (Root, Pistol)
- Impr. Knee-Cap Shot (Root, Rifle)
- Bacta Shot, Toss & Spray(Medic)

- The various BH specials



Of course it would also have the various recoveries & BH Specials: Stun Recovery (Pistol),Knockdown Recovery (Marksman),Dizzy Recovery (Rifle),Firearm Strike(Knockdown, Marksman),and Neurotoxin (Poison, Nov. Combat Medic),UnderhandShot (Knockdown, BH), Confusion(Dizzy/Blind, BH),..



--------


2) "Double Master" (CL 80)
* Master Bounty Hunter
* Master Rifleman
* Novice Medic
* Pistoleer (0-4-0-0)
---
* Marksman 4-4-0-4
* Scout 4-0-0-0


Key Features (compared to first mix):
- Still able to use the basic heal (700-800 points per heal), all rifle abilities and one pistol tree of choice (in this case the 2nd one for disarming+stunning).


- Of course Master Pistoleer or Master Carbineer would work too, I basically just didn't choose a setup with them, because 1) I already play a Carbineer, and 2) many of the carb+pistol skills are multi-target oriented, and I just wanted something against single opponents here.



Would any of these templates work? Most of you seem to go with an entire Combat Medic tree, instead of just novice. Is it that important? I mean, you get the healing skills right away and could use attachments & buffs for efficiency and save yourself getting the skills, what do you guys think?



Respectfully submitted,

Logician

Message Edited by Logician on 09-17-2005 01:44 AM

Logician
Sat Sep 17, 2005 11:54 am
#2


Okies, I think "quickdraw" can be scratched from the key-features-list, because I just tried a couple pistol specials with my rifle, and they work fine. That would mean switching weapons isn't really necessary.

Akaie
Sat Sep 17, 2005 4:02 pm
#3

Unfortunately if you are planning on hunting Jedi like you said.....CM4xxx is a must. You really need those heals. So basically.....


MBH/MR/CM4xxx


MBH/MP/CM4xxx


MBH/MC/CM4xxx


MBH/MCM/Pistols0013


With the first and last one being the most popular. I had sucess with MBH/MP/CM4xxx, but I am grinding out MBH/MC/CM4xxx just because I like carbines better.


Marssk
Sat Sep 17, 2005 4:09 pm
#4

NO offense, but seeing frmo some of your conclusions yuo arent too familiar with the game yet...(Jedi weaker in head area/Quickdraw helpingswitch weaps faster?)So I'd recommend trying things out and practicing, then go with what works best.



Osskzzi Kussh
Imp-chasing Lizard
Nuke Smedley
Force In-Sensitive MMO Developer
WenBo
Shady Smuggler


Nathanielstarr
Sat Sep 17, 2005 4:16 pm
#5






Akaie wrote:

Unfortunately if you are planning on hunting Jedi like you said.....CM4xxx is a must. You really need those heals. So basically.....


MBH/MR/CM4xxx


MBH/MP/CM4xxx


MBH/MC/CM4xxx


MBH/MCM/Pistols0013


With the first and last one being the most popular. I had sucess with MBH/MP/CM4xxx, but I am grinding out MBH/MC/CM4xxx just because I like carbines better.








Well maybe you could do


MBH/MCM/Rifles0400


That's why I think the new MBH/MRanger idea will not work because you will lack on healing. Unless they change the Ranger requirements.
Nathanielstarr
Sat Sep 17, 2005 4:18 pm
#6






Logician wrote:


Okies, I think "quickdraw" can be scratched from the key-features-list, because I just tried a couple pistol specials with my rifle, and they work fine. That would mean switching weapons isn't really necessary.






Quickdraw lowers the cooldown timers on your next few attacks. I use it quite a bit and have taken out Jedi very quickly with adv.quickdraw, adv.critical, impbodyshot,adv critical, torsoshotrepeat
Marssk
Sat Sep 17, 2005 4:25 pm
#7






Nathanielstarr wrote:






Akaie wrote:

Unfortunately if you are planning on hunting Jedi like you said.....CM4xxx is a must. You really need those heals. So basically.....


MBH/MR/CM4xxx


MBH/MP/CM4xxx


MBH/MC/CM4xxx


MBH/MCM/Pistols0013


With the first and last one being the most popular. I had sucess with MBH/MP/CM4xxx, but I am grinding out MBH/MC/CM4xxx just because I like carbines better.








Well maybe you could do


MBH/MCM/Rifles0400


That's why I think the new MBH/MRanger idea will not work because you will lack on healing. Unless they change the Ranger requirements.





no, you're supposed to go rifles 4xxx for imp headshot



Osskzzi Kussh
Imp-chasing Lizard
Nuke Smedley
Force In-Sensitive MMO Developer
WenBo
Shady Smuggler


Logician
Mon Sep 19, 2005 10:46 am
#8







Marssk wrote:
NO offense, but seeing frmo some of your conclusions yuo arent too familiar with the game yet...(Jedi weaker in head area/Quickdraw helpingswitch weaps faster?)So I'd recommend trying things out and practicing, then go with what works best.







@marssk

- Regarding jedi head weaknesses - I wrote that because from what I've read, Jedis can't wear (any?) head armour, which would make them vulnerable to headshotsrespectively.


- Regarding weapon switch - as someone else pointed out in this thread, it can actually help in certain situations.
Logician
Mon Sep 19, 2005 10:48 am
#9

Regarding the heals: Iam quiteawarethey are essential for duelling Jedis, but what I was wondering about isratherwhy you need to becombat medic? You get all the heals as Medic already. My question is mainly how much of a difference it makes to have a CM tree, compared to just training in novice Medic and/or the relevant Medic tree, thus saving a couple skill points but still being able to heal.




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